/*
 * Copyright (C) 2005-2011 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008-2011 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2006-2011 ScriptDev2 <http://www.scriptdev2.com/>
 *
 * Copyright (C) 2010-2011 ProjectSkyfire <http://www.projectskyfire.org/>
 * 
 * Copyright (C) 2011 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

#include "ScriptPCH.h"

enum Spells {
	SPELL_CLEAVE = 15284,
	SPELL_FRIGHTENING_SHOUT = 19134,
	SPELL_WHIRLWIND1 = 15589,
	SPELL_WHIRLWIND2 = 13736,
	SPELL_MORTAL_STRIKE = 16856
};

enum Yells {
	YELL_AGGRO = -1810021, YELL_EVADE = -1810022
};

class boss_galvangar: public CreatureScript {
public:
	boss_galvangar() :
			CreatureScript("boss_galvangar") {
	}

	struct boss_galvangarAI: public ScriptedAI {
		boss_galvangarAI(Creature *c) :
				ScriptedAI(c) {
		}

		uint32 uiCleaveTimer;
		uint32 uiFrighteningShoutTimer;
		uint32 uiWhirlwind1Timer;
		uint32 uiWhirlwind2Timer;
		uint32 uiMortalStrikeTimer;
		uint32 uiResetTimer;

		void Reset() {
			uiCleaveTimer = urand(1 * IN_MILLISECONDS, 9 * IN_MILLISECONDS);
			uiFrighteningShoutTimer = urand(2 * IN_MILLISECONDS,
					19 * IN_MILLISECONDS);
			uiWhirlwind1Timer = urand(1 * IN_MILLISECONDS,
					13 * IN_MILLISECONDS);
			uiWhirlwind2Timer = urand(5 * IN_MILLISECONDS,
					20 * IN_MILLISECONDS);
			uiMortalStrikeTimer = urand(5 * IN_MILLISECONDS,
					20 * IN_MILLISECONDS);
			uiResetTimer = 5 * IN_MILLISECONDS;
		}

		void EnterCombat(Unit * /*who*/) {
			DoScriptText(YELL_AGGRO, me);
		}

		void JustRespawned() {
			Reset();
		}

		void UpdateAI(const uint32 diff) {
			if (!UpdateVictim())
				return;

			if (uiCleaveTimer <= diff) {
				DoCast(me->getVictim(), SPELL_CLEAVE);
				uiCleaveTimer = urand(10 * IN_MILLISECONDS,
						16 * IN_MILLISECONDS);
			} else
				uiCleaveTimer -= diff;

			if (uiFrighteningShoutTimer <= diff) {
				DoCast(me->getVictim(), SPELL_FRIGHTENING_SHOUT);
				uiFrighteningShoutTimer = urand(10 * IN_MILLISECONDS,
						15 * IN_MILLISECONDS);
			} else
				uiFrighteningShoutTimer -= diff;

			if (uiWhirlwind1Timer <= diff) {
				DoCast(me->getVictim(), SPELL_WHIRLWIND1);
				uiWhirlwind1Timer = urand(6 * IN_MILLISECONDS,
						10 * IN_MILLISECONDS);
			} else
				uiWhirlwind1Timer -= diff;

			if (uiWhirlwind2Timer <= diff) {
				DoCast(me->getVictim(), SPELL_WHIRLWIND2);
				uiWhirlwind2Timer = urand(10 * IN_MILLISECONDS,
						25 * IN_MILLISECONDS);
			} else
				uiWhirlwind2Timer -= diff;

			if (uiMortalStrikeTimer <= diff) {
				DoCast(me->getVictim(), SPELL_MORTAL_STRIKE);
				uiMortalStrikeTimer = urand(10 * IN_MILLISECONDS,
						30 * IN_MILLISECONDS);
			} else
				uiMortalStrikeTimer -= diff;

			// check if creature is not outside of building
			if (uiResetTimer <= diff) {
				if (me->GetDistance2d(me->GetHomePosition().GetPositionX(),
						me->GetHomePosition().GetPositionY()) > 50) {
					EnterEvadeMode();
					DoScriptText(YELL_EVADE, me);
				}
				uiResetTimer = 5 * IN_MILLISECONDS;
			} else
				uiResetTimer -= diff;

			DoMeleeAttackIfReady();
		}
	};

	CreatureAI *GetAI(Creature *creature) const {
		return new boss_galvangarAI(creature);
	}
};

void AddSC_boss_galvangar() {
	new boss_galvangar;
}
